Fixes warnings in Abilities module (#16573)
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@@ -1,20 +1,13 @@
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using Content.Server.Popups;
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using Content.Server.Popups;
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using Content.Server.Coordinates.Helpers;
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using Content.Server.Coordinates.Helpers;
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using Content.Shared.Speech;
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using Content.Shared.Actions;
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using Content.Shared.Actions;
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using Content.Shared.Alert;
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using Content.Shared.Alert;
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using Content.Shared.Physics;
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using Content.Shared.Physics;
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using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Components;
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using Content.Shared.Maps;
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using Content.Shared.Maps;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Timing;
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using Robust.Shared.Timing;
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using Content.Server.Chat.Systems;
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using Content.Server.Speech.Components;
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using Content.Shared.Chat.Prototypes;
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using Content.Server.Speech.EntitySystems;
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using Content.Server.Speech.Muting;
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using Content.Server.Speech.Muting;
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namespace Content.Server.Abilities.Mime
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namespace Content.Server.Abilities.Mime
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@@ -24,6 +17,7 @@ namespace Content.Server.Abilities.Mime
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookupSystem = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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@@ -37,7 +31,9 @@ namespace Content.Server.Abilities.Mime
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{
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{
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base.Update(frameTime);
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base.Update(frameTime);
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// Queue to track whether mimes can retake vows yet
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// Queue to track whether mimes can retake vows yet
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foreach (var mime in EntityQuery<MimePowersComponent>())
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var query = EntityQueryEnumerator<MimePowersComponent>();
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while (query.MoveNext(out var uid, out var mime))
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{
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{
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if (!mime.VowBroken || mime.ReadyToRepent)
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if (!mime.VowBroken || mime.ReadyToRepent)
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continue;
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continue;
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@@ -46,7 +42,7 @@ namespace Content.Server.Abilities.Mime
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continue;
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continue;
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mime.ReadyToRepent = true;
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mime.ReadyToRepent = true;
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_popupSystem.PopupEntity(Loc.GetString("mime-ready-to-repent"), mime.Owner, mime.Owner);
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_popupSystem.PopupEntity(Loc.GetString("mime-ready-to-repent"), uid, uid);
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}
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}
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}
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}
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@@ -69,13 +65,17 @@ namespace Content.Server.Abilities.Mime
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// Get the tile in front of the mime
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// Get the tile in front of the mime
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var offsetValue = xform.LocalRotation.ToWorldVec().Normalized;
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var offsetValue = xform.LocalRotation.ToWorldVec().Normalized;
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var coords = xform.Coordinates.Offset(offsetValue).SnapToGrid(EntityManager);
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var coords = xform.Coordinates.Offset(offsetValue).SnapToGrid(EntityManager);
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var tile = coords.GetTileRef();
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if (tile == null)
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return;
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// Check there are no walls or mobs there
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// Check there are no walls or mobs there
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foreach (var entity in coords.GetEntitiesInTile())
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foreach (var entity in _lookupSystem.GetEntitiesIntersecting(tile.Value, flags: LookupFlags.Static))
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{
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{
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PhysicsComponent? physics = null; // We use this to check if it's impassable
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PhysicsComponent? physics = null; // We use this to check if it's impassable
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if ((HasComp<MobStateComponent>(entity) && entity != uid) || // Is it a mob?
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if (HasComp<MobStateComponent>(entity) && entity != uid // Is it a mob?
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((Resolve(entity, ref physics, false) && (physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0) // Is it impassable?
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|| Resolve(entity, ref physics, false) && (physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0 // Is it impassable?
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&& !(TryComp<DoorComponent>(entity, out var door) && door.State != DoorState.Closed))) // Is it a door that's open and so not actually impassable?
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&& !(TryComp<DoorComponent>(entity, out var door) && door.State != DoorState.Closed)) // Is it a door that's open and so not actually impassable?
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{
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{
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_popupSystem.PopupEntity(Loc.GetString("mime-invisible-wall-failed"), uid, uid);
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_popupSystem.PopupEntity(Loc.GetString("mime-invisible-wall-failed"), uid, uid);
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return;
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return;
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@@ -132,5 +132,7 @@ namespace Content.Server.Abilities.Mime
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}
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}
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}
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}
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public sealed class InvisibleWallActionEvent : InstantActionEvent {}
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public sealed class InvisibleWallActionEvent : InstantActionEvent
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{
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}
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}
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}
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